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Ventuz 5 Quick Guide

  • Introduction
  • Getting Started
  • Ventuz Editions
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  • Ventuz System Requirements
  • Configuration
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  • Optimize Rendering Performance
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Ventuz 5 Designer

  • Index
  • Getting Started
  • Designer Options
  • Designer Overview
Projects & Scenes
  • Projects and Scenes
  • Project Browser
  • Project Properties
  • Project Maintenance
  • Project and Scene Data
  • Scene Tree
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Interface
  • Designer Interface
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  • Layer Editor
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  • Content Editor
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  • Shortcuts Animation Editor
  • Text Nodes
  • Text Rendering
  • Text Editor
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  • Render Option Nodes
  • Interaction Nodes
  • Input Subsystem
  • Multitouch
  • TUIO Protocol
  • Open Sound Control
  • VR Nodes
  • How to work with Head Mounted Displays
  • Cluster
  • Multi Display Setups and Shaping
  • Warping, Soft Edging and Masking

Ventuz 5 Node Reference

ANIMATION
  • Mover
  • Alternator
  • Simple Control
  • Timeline Control
  • Keyframe Animation
  • Animation Group
GEOMETRY
  • Rectangle
  • Rounded Rectangle
  • Gradient Rectangle
  • Overlay Rectangle
  • Cube
  • Circle
  • Sphere
  • Cylinder
  • Cone
  • Torus
  • Chart
  • Random Points
  • Mesh Loader
  • Geometry Import (Live)
  • Volume
DATA
  • Database
  • Excel
  • JSON
  • RSS Feed
  • Resource Linker
  • Text File
  • XML
INTERACTION
  • Touch Button
  • Touch Excluder
  • Touch Marker
  • Touch Paint
  • Touch Pattern
  • Touch Proxy
  • Touch Ripples
  • Touch Transformations
  • Web Browser
  • Touch Teleport
  • Touch Simulator
INPUT/OUTPUT (I/O)
  • GPI
  • Joystick
  • Keyboard
  • MIDI
  • Mouse
  • Network
  • Open Sound Control
  • Serial
  • Timecode
LOGIC
  • Array Processing
  • Convert To Text
  • Cluster Synchronization
  • Counter
  • Date Time
  • Directory
  • Dispatcher
  • Enumeration
  • Expressions
  • Invert
  • Log
  • Loop Breaker
  • Math Effects
  • Matrix Operations
  • Scene Event
  • Script
  • String Operations
  • System ID
  • Text Splitter
  • Timer
  • Toggle
  • URL
  • Value Switch
  • Value Buffer
  • Variables
  • Visual Indexer
COLOR/MATERIAL
  • Alpha
  • Fog
  • Ground Fog
  • Sky Box
  • Color to RGBA
  • HSLA to Color
  • RGBA to Color
  • Color Transformer
  • HLSL Shader
  • Color
  • Material
LAYER
  • 3D Layers
  • 3D Layer Reference
  • 2D Layers
  • PSD Import Layer
  • Others
RENDER OPTIONS
  • Alpha Blending
  • Alpha Testing
  • Clip Plane
  • Filter
  • Mask
  • Mirror
  • Effect
  • Point Options
  • Render Cube Map
  • Render Options
  • Stencil
  • ZTesting
LIGHT
  • Light Sources
TEXT
  • Text Effects
  • Text Layouts
  • Text Rendering
VR/AR
  • Tracked Devices
  • Draw Tracked Devices
WORLD
  • Axis
  • Billboard
  • GetWorld
  • SetWorld
  • Arrange
  • Ticker
  • Layout
  • Group
  • World Z Sort
  • YesNo
  • Switch
  • Spread
  • Filter Pass
  • Set Pass
  • Hierarchy Container
  • Scene Port
  • Content Container
  • Template Port
  • Container Info
  • Camera
TEXTURE
  • Background
  • Hatch
  • Image
  • Texture
  • SVG Loader
  • Live Video
  • Movie Stream
  • Movie Frame
  • Movie Clip
  • Texture Loader
  • Snapshot
  • Gradient Texture
  • Texture Saver
  • Video Source Selector
  • VIO Input
SOUND
  • Audio Clip
  • Sound
  • Volume Control
  • FFT Audio Analysis
SLIDES
  • Slide Manager
  • Slide
  • Slide Port
  • Pivot

Ventuz 5 Director

  • Application Settings
  • Assets
  • Channels
  • Command Line Options
  • Content References
  • Designing Templates
  • Environment
  • Glossary
  • Index
  • Introduction
  • Pages
  • Playlist
  • Plug-Ins
  • Project Data
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  • Shortcuts
  • GPI Configuration
  • Shot Box
  • Show
  • Taking Action
  • Timeline
  • Topology
  • User Interface
  • Director Mode

How To

  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop workflow
  • How to use Head Mounted Displays
  • How to work with Shadows
  • How to use Emoijs
  • How to Build a Template
  • How to use Newtek NDI
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to Setup a Cluster Render
  • How to use a Mixed Frame Rate Cluster
  • How to use Tracking
  • How to work with 3D Reference Layers

Keyboard Shortcuts

  • Summary Shortcuts
  • Layer Editor Shortcuts
  • Hierarchy Editor Shortcuts
  • Content Editor Shortcuts
  • Animation Editor Shortcuts
  • Director Shortcuts

Advanced and Development

  • Command Line Options
  • Remoting Overview
  • Remoting 4
  • Deprecated Remoting
  • Ventuz IP Ports
  • Ventuz Machine Service
  • Remoting Machine Signature
  • TUIO
  • .NET Scripting
  • HLSL Shader Programming
  • Ventuz API and SDK
  • Ventuz VIO API

General Reference

  • Terminology
  • Manual Index

Miscellaneous

  • Presets
  • PropertyGroups
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Effect

Effect Applies an Image Post Processing Effect to a part of the Hierarchy Tree.

The Effect Node is able to add Image Post Processing (IPP) Effects or Blending to only a part of its Hierarchy Tree. By using this Node you can still organize some parts of your scene in a single layer that need different IPP Effects or blending methods.

To achieve this, the subtree of this node will be rendered onto an own Texture. Then the effects are applied and lastly blended with the defined Blending onto the rest of the Scene. The Texture will be rendered straight onto the rest of the Scene, which means that Z-Testing is not applied during this step. The renderer is only affected by the render order of the nodes but not by the distance to the camera (as usual).

Keep in mind that Z-Testing will not work for objects "inside" and "outside" of the Effect!

Ventuz will create a Rendertarget on the GPU's memory for each Effect Node. Thus, make sure to use as few of them as possible.

Properties

With the Blending Property you can change how the resulting Texture of the Node should be blended onto the rest of the scene. There are five Blending Modes of which you can choose. The Gain property defines a factor which the texture should be multiplied by before blending.

With the -Button you can add Effects or effect groups to this node as they are documented in IPP Color Corrections, IPP Distortions, IPP Filters and IPP. All effects that are available for layers are also available for the Effect Node.

Resolution changes the size of the used Render Target. This can drastically reduce the impact on the GPU Performance and Memory. Especially with Distortion effects like Blurring you will most of the times not need the full resolution of the Layer. Lastly the AntiAliasing Property Group can adjust the used Anti-Aliasing for the resulting texture.

The Outputs return the Width and Height of the used texture and the resulting Texture that would be blended onto the rest of the scene. With it you can use the Texture more specifically in your scene. Use an Alpha Node with the Block on Full Transparency Flag unchecked to hide the Nodes behind the Effect Node.

Limitations

Due to the way the Effect Node is working there are some limitations to it listed below:

  • Its subtree does not affect or use the Z-Buffer of the rest of the Layer, so the Z-Testing will not work between those two.
  • It does not work properly together with 3D Layer Effects. Especially the Screen-Space Ambient Occlusion will not be applied and occluded correctly.
  • Like the Blending Node its blend modes are only applied to objects inside the same layer and not to other layers. The Glow Blending is an exception to this.

See also:
  • Blending Nodes
  • Anti-Aliasing
  • IPP Effects
  • IPP Color Corrections
  • IPP Distortions
  • IPP Filters

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